/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/ClusterUnionComponent.h
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component. Also will return information about the overlap.
true if PrimComp overlaps this component at the specified location/rotation
virtual bool OverlapComponentWithResult ( const FVector & Pos, const FQuat & Rot, const FPhysicsGeometry & Geometry, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const